Commit Graph

113 Commits

Author SHA1 Message Date
Gliniak
b9061e6292 [LINT] Linted files + Added lint job to CI 2024-03-12 19:19:30 +01:00
Gliniak
ce9a82ccf8 Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2023-09-01 18:20:29 +02:00
Triang3l
53f98d1fe6 [GPU/D3D12] Memexport from anywhere in control flow + 8/16bpp memexport
There's no limit on the number of memory exports in a shader on the real
Xenos, and exports can be done anywhere, including in loops. Now, instead
of deferring the exports to the end of the shader, and assuming that export
allocs are executed only once, Xenia flushes exports when it reaches an
alloc (allocs terminate memory exports on Xenos, as well as individual ALU
instructions with `serialize`, but not handling this case for simplicity,
it's only truly mandatory to flush memory exports before starting a new
one), the end of the shader, or a pixel with outstanding exports is killed.

To know which eM# registers need to be flushed to the memory, traversing
the successors of each exec potentially writing any eM#, and specifying
that certain eM# registers might have potentially been written before each
reached control flow instruction, until a flush point or the end of the
shader is reached.

Also, some games export to sub-32bpp formats. These are now supported via
atomic AND clearing the bits of the dword to replace followed by an atomic
OR inserting the new byte/short.
2023-05-05 21:32:02 +03:00
chss95cs@gmail.com
27c4cef1b5 Added logger flags, for selectively disabling categories of logging (cpu, apu, kernel). Need to make more log messages make use of these flags.
The "close window" keyboard hotkey (Guide-B) now toggles between loglevel -1 and the loglevel set in your config.
Added LoggerBatch class, which accumulates strings into the threads scratch buffer. This is only intended to be used for very high frequency debug logging. if it exhausts the thread buffer, it just silently stops.
Cleaned nearly 8 years of dust off of the pm4 packet disassembler code, now supports all packets that the command processor supports.
Added extremely verbose logging for gpu register writes. This is not compiled in outside of debug builds, requires LogLevel::Debug and log_guest_driven_gpu_register_written_values = true.
Added full logging of all PM4 packets in the cp. This is not compiled in outside of debug builds, requires LogLevel::Debug and disassemble_pm4.
Piggybacked an implementation of guest callstack backtraces using the stackpoints from enable_host_guest_stack_synchronization. If enable_host_guest_stack_synchronization = false, no backtraces can be obtained.
Added log_ringbuffer_kickoff_initiator_bts. when a thread updates the cp's read pointer, it dumps the backtrace of that thread
Changed the names of the gpu registers CALLBACK_ADDRESS and CALLBACK_CONTEXT to the correct names.
Added a note about CP_PROG_COUNTER
Added CP_RB_WPTR to the gpu register table
Added notes about CP_RB_CNTL and CP_RB_RPTR_ADDR. Both aren't necessary for HLE
Changed name of UNKNOWN_0E00 gpu register to TC_CNTL_STATUS. Games only seem to write 1 to it (L2 invalidate)
2023-04-16 12:42:42 -04:00
chss95cs@gmail.com
8f7f7dc6ad fixed wine crash from use of NtSetEventPriorityBoost
add xe::clear_lowest_bit, use it in place of shift-andnot in some bit iteration code
make is_allocated_ and is_enabled_ volatile in xma_context
preallocate avpacket buffer in XMAContext::Setup, the reallocations of the buffer in ffmpeg were showing up on profiles
check is_enabled and is_allocated BEFORE locking an xmacontext. XMA worker was spending most of its time locking and unlocking contexts
Removed XeDMAC, dma:: namespace. It was a bad idea and I couldn't make it work in the end. Kept vastcpy and moved it to the memory namespace instead
Made the rest of global_critical_region's members static. They never needed an instance.
Removed ifdef'ed out code from ring_buffer.h
Added EventInfo struct to threading, added Event::Query to aid with implementing NtQueryEvent.
Removed vector from WaitMultiple, instead use a fixed array of 64 handles that we populate. WaitForMultipleObjects cannot handle more than 64 objects.
Remove XE_MSVC_OPTIMIZE_SMALL() use in x64_sequences, x64 backend is now always size optimized because of premake
Make global_critical_region_ static constexpr in shared_memory.h to get rid of wasteage of 8 bytes (empty class=1byte, +alignment for next member=8)
Move trace-related data to the tail of SharedMemory to keep more important data together
In IssueDraw build an array of fetch constant addresses/sizes, then pre-lock the global lock before doing requestrange for each instead of individually locking within requestrange for each of them
Consistent access specifier protected for pm4_command_processor_declare
Devirtualize WriteOneRegisterFromRing.
Move ExecutePacket and ExecutePrimaryBuffer to pm4_command_buffer_x
Remove many redundant header inclusions access xenia-gpu
Minor microoptimization of ExecutePacketType0

Add TextureCache::RequestTextures for batch invocation of LoadTexturesData

Add TextureCache::LoadTexturesData for reducing the number of times we release and reacquire the global lock.
Ideally you should hold the global lock for as little time as possible, but if you are constantly acquiring and releasing it you are actually more likely to have contention
Add already_locked param to ObjectTable::LookupObject to help with reducing lock acquire/release pairs
Add missing checks to XAudioRegisterRenderDriverClient_entry. this is unlikely to fix anything, it was just an easy thing to do
Add NtQueryEvent system call implementation. I don't actually know of any games that need it.
Instead of using std::vector + push_back in KeWaitForMultipleObjects and xeNtWaitForMultipleObjectsEx use a fixed size array of 64 and track the count. More than 64 objects is not permitted by the kernel. The repeated reallocations from push_back were appearing unusually high on the profiler, but were masked until now by waitformultipleobjects natural overhead
Pre-lock the global lock before looking up each handle for xeNtWaitForMultipleObjectsEx and KeWaitForMultipleObjects.
Pre-lock before looking up the signal and waiter in NtSignalAndWaitForSingleObjectEx
add missing checks to NtWaitForMultipleObjectsEx
Support pre-locking in XObject::GetNativeObject
2022-10-08 09:55:17 -07:00
chss95cs@gmail.com
eb8154908c atomic cas use prefetchw if available
remove useless memorybarrier
remove double membarrier in wait pm4 cmd
add int64 cvar
use int64 cvar for x64 feature mask
Rework some functions that were frontend bound according to vtune placing some of their code in different noinline functions, profiling after indicating l1 cache misses decreased and perf of func increased
remove long vpinsrd dep chain code for conversion.h, instead do normal load+bswap or movbe if avail
Much faster entry table via split_map, code size could be improved though
GetResolveInfo was very large and had impact on icache, mark callees as noinline + msvc pragma optimize small
use log2 shifts instead of integer divides in memory
minor optimizations in PhysicalHeap::EnableAccessCallbacks, the majority of time in the function is spent looping, NOT calling Protect! Someone should optimize this function and rework the algo completely
remove wonky scheduling log message, it was spammy and unhelpful
lock count was unnecessary for criticalsection mutex, criticalsection is already a recursive mutex
brief notes i gotta run
2022-09-17 04:04:53 -07:00
chss95cs@gmail.com
20638c2e61 use Sleep(0) instead of SwitchToThread, should waste less power and help the os with scheduling.
PM4 buffer handling made a virtual member of commandprocessor, place the implementation/declaration into reusable macro files. this is probably the biggest boost here.
Optimized SET_CONSTANT/ LOAD_CONSTANT pm4 ops based on the register range they start writing at, this was also a nice boost

Expose X64 extension flags to code outside of x64 backend, so we can detect and use things like avx512, xop, avx2, etc in normal code
Add freelists for HIR structures to try to reduce the number of last level cache misses during optimization (currently disabled... fixme later)

Analyzed PGO feedback and reordered branches, uninlined functions, moved code out into different functions based on info from it in the PM4 functions, this gave like a 2% boost at best.

Added support for the db16cyc opcode, which is used often in xb360 spinlocks. before it was just being translated to nop, now on x64 we translate it to _mm_pause but may change that in the future to reduce cpu time wasted

texture util - all our divisors were powers of 2, instead we look up a shift. this made texture scaling slightly faster, more so on intel processors which seem to be worse at int divs. GetGuestTextureLayout is now a little faster, although it is still one of the heaviest functions in the emulator when scaling is on.

xe_unlikely_mutex was not a good choice for the guest clock lock, (running theory) on intel processors another thread may take a significant time to update the clock? maybe because of the uint64 division? really not sure, but switched it to xe_mutex. This fixed audio stutter that i had introduced to 1 or 2 games, fixed performance on that n64 rare game with the monkeys.
Took another crack at DMA implementation, another failure.
Instead of passing as a parameter, keep the ringbuffer reader as the first member of commandprocessor so it can be accessed through this
Added macro for noalias
Applied noalias to Memory::LookupHeap. This reduced the size of the executable by 7 kb.
Reworked kernel shim template, this shaved like 100kb off the exe and eliminated the indirect calls from the shim to the actual implementation. We still unconditionally generate string representations of kernel calls though :(, unless it is kHighFrequency

Add nvapi extensions support, currently unused. Will use CPUVISIBLE memory at some point
Inserted prefetches in a few places based on feedback from vtune.
Add native implementation of SHA int8 if all elements are the same

Vectorized comparisons for SetViewport, SetScissorRect
Vectorized ranged comparisons for WriteRegister
Add XE_MSVC_ASSUME
Move FormatInfo::name out of the structure, instead look up the name in a different table. Debug related data and critical runtime data are best kept apart
Templated UpdateSystemConstantValues based on ROV/RTV and primitive_polygonal
Add ArchFloatMask functions, these are for storing the results of floating point comparisons without doing costly float->int pipeline transfers (vucomiss/setb)
Use floatmasks in UpdateSystemConstantValues for checking if dirty, only transfer to int at end of function.
Instead of dirty |= (x == y) in UpdateSystemConstantValues, now we do dirty_u32 |= (x^y). if any of them are not equal, dirty_u32 will be nz, else if theyre all equal it will be zero. This is more friendly to register renaming and the lack of dependencies on EFLAGS lets the compiler reorder better
Add PrefetchSamplerParameters to D3D12TextureCache
use PrefetchSamplerParameters in UpdateBindings to eliminate cache misses that vtune detected

Add PrefetchTextureBinding to D3D12TextureCache
Prefetch texture bindings to get rid of more misses vtune detected (more accesses out of order with random strides)
Rewrote DMAC, still terrible though and have disabled it for now.
Replace tiny memcmp of 6 U64 in render_target_cache with inline loop, msvc fails to make it a loop and instead does a thunk to their memcmp function, which is optimized for larger sizes

PrefetchTextureBinding in AreActiveTextureSRVKeysUpToDate
Replace memcmp calls for pipelinedescription with handwritten cmp
Directly write some registers that dont have special handling in PM4 functions
Changed EstimateMaxY to try to eliminate mispredictions that vtune was reporting, msvc ended up turning the changed code into a series of blends

in ExecutePacketType3_EVENT_WRITE_EXT, instead of writing extents to an array on the stack and then doing xe_copy_and_swap_16 of the data to its dest, pre-swap each constant and then store those. msvc manages to unroll that into wider stores
stop logging XE_SWAP every time we receive XE_SWAP, stop logging the start and end of each viz query

Prefetch watch nodes in FireWatches based on feedback from vtune
Removed dead code from texture_info.cc
NOINLINE on GpuSwap, PGO builds did it so we should too.
2022-09-11 14:14:48 -07:00
chss95cs@gmail.com
f31869092c Fixed a bug with readback_resolve and readback_memexport that was responsible for a large portion of their overhead. readback_memexport and resolve are now usable for games, depending on your hardware. in my case games that were slideshows now run at like 20-30 fps, and my hardware isnt the best for xenia.
add split_map class for mapping keys to values in a way that optimizes for frequent searches and infrequent insertions/removals
remove jump table implementation of GetColorRenderTargetFormatComponentCount, it was appearing relatively high in profiles. instead pack the component counts into a single 32 bit word, which is indexed by shifting
Add cvar to align all basic blocks to a boundary
Add mmio aware load paths
liberally apply XE_RESTRICT in ringbuffer related code
Removed the IS_TRUE and IS_FALSE opcodes, they were pointless duplicates of COMPARE_EQ/COMPARE_NE and i want to simplify our set of opcodes for future backends
More work on LVSR/LVSL/STVR/STVL opcodes
Optimized X64 translated code emission, now only compute instrkey once
Add code for pre-computing integer division magic numbers
Optimized GetHostViewportInfo a little
Move args for GetHostViewportInfo into a class, cache the result and compare for future queries. moved GetHostViewportInfo far lower on the profile
Add (currently not functional, and very racy) asynchronous memcpy code. will improve it and actually use it in future commits.
Add non-temporal memcpy function for huge page-aligned allocations. Used for copying to shared memory/readback
hoist are_accumulated_render_targets_valid_ check out of loop in render_target_cache already bound check.
Add stosb/movsb code for small constant memcpys/memsets that arent worth the overhead of memcpy/memset
2022-08-28 14:24:25 -07:00
Triang3l
77e85ecaa4 [Vulkan] 32-bit index fetch without fullDrawIndexUint32 2022-07-25 16:53:12 +03:00
Triang3l
37579d3bf0 [GPU] Treat non-adaptive-tessellated patches as 1-control-point 2022-07-24 17:38:26 +03:00
Triang3l
3c12814276 [GPU] EDRAM looped addressing (resolves #2031) 2022-07-22 23:51:50 +03:00
Triang3l
382710bab7 [GPU] Normalize sampler clamp modes 2022-06-28 21:58:58 +03:00
Triang3l
ec008463b6 [GPU] CrYCb/YCrCb border colors 2022-06-26 18:56:50 +03:00
Triang3l
2606fa5709 [GPU] Apply BaseMap MipFilter via samplers as it may be overridden
Make it have no effect on the texture resource as a resource may be used with samplers with different overrides. Also make sure magnification vs. minification is not undefined with it on Direct3D 12.
2022-06-26 18:41:38 +03:00
Triang3l
b787f2dec1 [GPU] GPR count limit is 128, not 64 2022-06-26 14:45:49 +03:00
Triang3l
7869b080d3 [D3D12] Truncate depth to float24 in EDRAM range ownership transfers and resolves by default
Doesn't ruin the "greater or equal" depth test in subsequent rendering passes if precision is lost, unlike rounding to the nearest
2022-06-22 12:53:09 +03:00
Triang3l
56f72da137 [GPU] More exact PWL texture/RT gamma conversion 2022-06-07 21:26:34 +03:00
Triang3l
84fcd5defa [GPU] Fix resolve destination offset and extent calculation 2022-06-02 21:47:30 +03:00
Triang3l
25594c918c [GPU] Fix tiled texture memory extent calculation 2022-05-31 23:17:33 +03:00
Triang3l
8701c9f24e [D3D12] Texture load code cleanup and resolution scaling fixes
The resolution scale is now taken into account when copying from the mip tail.
2022-05-24 22:28:42 +03:00
Triang3l
cf3069eb13 [GPU] Signedness in Cr_Y1_Cb_Y0_REP/Y1_Cr_Y0_Cb_REP comment [ci skip] 2022-05-22 22:11:59 +03:00
Triang3l
ef808e9def [GPU] _REP explanation in Cr_Y1_Cb_Y0_REP/Y1_Cr_Y0_Cb_REP comment [ci skip] 2022-05-22 21:46:11 +03:00
Triang3l
d3561d2f47 [D3D12] Pre-swizzle 2x1-subsampled formats 2022-05-22 20:31:48 +03:00
Triang3l
1dcc919a33 [GPU] Move k_Y1_Cr_Y0_Cb_REP usage example to xenos.h 2022-05-19 21:41:52 +03:00
Triang3l
7d63d6e1d3 [D3D12] Fix 2:1-subsampled format swizzle 2022-05-19 21:40:03 +03:00
Triang3l
d280b3953d [GPU] Texture object/binding management to common superclass 2022-05-14 16:18:10 +03:00
Triang3l
5519dbb39f [GPU] Shader control flow documentation improvements 2022-04-27 21:34:08 +03:00
Triang3l
fdec0ab332 [Code] Make union usage more consistent 2021-11-03 20:45:09 +03:00
Triang3l
28fec845d5 [GPU] Document memexport/resolve formats with more details 2021-10-22 20:00:41 +03:00
Triang3l
e720e0a540 [Code] Remove game names from code comments (most of at least) 2021-09-05 21:27:40 +03:00
Triang3l
458e4e1a31 [GPU] Official RB name from RDNA/GCN/TeraScale/Xenos docs/news 2021-07-01 23:43:01 +03:00
Triang3l
50bb35b4b4 [GPU] Polygon offset scale factor in xenos.h 2021-06-09 20:46:24 +03:00
Triang3l
22ee200f3e [GPU] Use polygon mode only for DualMode, not non-Disabled 2021-06-07 16:40:01 +03:00
Triang3l
538aa91015 [GPU] Primitive processor with Vulkan 1.0 base cases, 24-bit indices and clamping 2021-06-04 23:57:46 +03:00
Joel Linn
806a33d625 [GPU] Use le<> type for depth sample counts 2021-06-02 22:28:43 -05:00
Joel Linn
6dfa36d1b8 [GPU] Misc GCC build fixes 2021-06-02 22:28:43 -05:00
Joel Linn
a86d7173e1 Refactor FourCC magic uses
- Use new fourcc_t type
- Improves compiler compatibility by removing multi chars
2021-06-02 22:28:43 -05:00
Triang3l
f39020700a [GPU] Cleanup: XEPACKED -> static_assert_size/alignas 2021-05-16 14:03:36 +03:00
Triang3l
4eca2326c3 [GPU/D3D12] Support texture pitch, more precise texture extent/stride calculations 2021-05-13 23:02:11 +03:00
Triang3l
913e1e949c [GPU] Ownership-transfer-based RT cache, 3x3 resolution scaling
The ROV path is also disabled by default because of lower performance
2021-04-26 22:12:09 +03:00
Triang3l
dcde08a493 [GPU] PS and rasterization disabling cleanup 2020-12-24 23:40:38 +03:00
Triang3l
e6fa0ad139 [GPU] Dynamic r# count via shader modifications + refactoring 2020-12-19 16:14:54 +03:00
Triang3l
b106aa88e6 [GPU] Complete some register bitfield declarations 2020-12-12 20:01:41 +03:00
Triang3l
9a4643d0f2 [GPU] Non-ROV f24 trunc/round, host shader modifications, cache dir 2020-12-07 22:31:46 +03:00
Triang3l
b06138b464 [GPU] Disable faceness for rectangles temporarily 2020-11-21 21:52:17 +03:00
Triang3l
44a3f200c3 [GPU] Rename PrimitiveTwoFaced to PrimitivePolygonal, add rects to it and ignore fill modes for non-polygons 2020-11-19 23:55:49 +03:00
Triang3l
bd5f77bc3b [GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring 2020-08-09 21:33:10 +03:00
Triang3l
b84239d507 [GPU] xenos.h: max texture size, interpolators 2020-07-11 18:56:56 +03:00
Triang3l
4bb0ca0e09 [GPU] Move all xenos.h to gpu::xenos, disambiguate Dimension/TextureDimension 2020-07-11 15:54:22 +03:00
Triang3l
39490f3c3a [GPU] Centroid interpolation usage comment 2020-07-09 12:22:45 +03:00